Rim Warlord

A Rim frontier tyrant who carved a fief from a Station, a moon, or a fold-touched rock and holds it with loyal guns and old-fashioned terror.

A Rim Warlord is the end-state of Rim independence: a strongman who seized control of a settlement, a Station, or a resource node on the frontier and rules it as personal property. Some are ex-military gone rogue, some are pirate captains grown too large, some are corporate managers who stopped answering to the Nine. What they share is territorial control, a loyal inner circle, and the willingness to use violence as governance. The Confederation tolerates them because the alternative is paying to hold the Rim themselves.

The Warlord is a boss-tier encounter. They command a retinue of fighters, have access to heavier gear than any Hive criminal, and fight on ground they have fortified and mapped. They are not ideologues; they are pragmatists who know that the moment they look weak, someone in the retinue will put a slug pistol in their back.

Rules Reference

FieldValue
Abilities / Cha16
Abilities / Con16
Abilities / Dex14
Abilities / Int14
Abilities / Str16
Abilities / Wis12
Armor Class18
Base Attack Bonus8
Creature TypeHumanoid
Flat Ac16
Hd Count8
Hd Sides10
Hit Dice8d10+24
Hit Points68
Hp Bonus24
Initiative2
LanguagesTrade Cant; Core Standard; one Rim dialect; enough Legion field-signals to read their comms
MoraleFanatic (15); fights to the death on home turf; retreats and regroups if off-territory and below 25 HP
PsionicsNone
Role TagsBoss, Leader, Ranged, Melee
Saves / Fort10
Saves / Ref6
Saves / Will7
SizeM
Skills / Athletics11
Skills / Deception8
Skills / Intimidation14
Skills / Leadership12
Skills / Notice10
Skills / Survival9
Skills / Tactics12
Speed30
Threat Rating6
Touch Ac12
Xp2400
Dialogue Pathgame/dialogue/npc-rim-warlord.yaml

Notes

Full Attack: Heavy Assault Rifle +10/+10 (2d8+3 ballistic; range 120 ft; drum mag) or Power Machete melee +11 (1d8+4 slashing; vibro-edged) or Heavy slug pistol Pistol ranged +10 (1d8+2 energy; range 40 ft) or Underslung Frag +10 (3d6 ballistic; 15-ft burst, DC 16 Reflex half; 1/encounter)

Habitat: Rim stations, frontier settlements, resource moons, and fold-touched rocks the Confederation has not bothered to hold. Found in their command centre or throne-room, surrounded by the retinue, with fortified positions and escape routes pre-planned. Roll 1d6: 1-2 = Warlord holding court in the command centre (entrenched, trap-laden), 3-4 = Warlord leading a retinue patrol (aggressive, showing the flag), 5-6 = Warlord cornered in a last stand (retinue reduced, desperate, fighting for the territory).

Resistances: Reinforced tactical armour (included in AC; ablative plating absorbs the first 10 points of any single hit), Veteran composure (+4 to Will saves against fear and Intimidation; immune to normal morale pressure)

Senses: Normal human vision; tactical HUD grants low-light, thermals, and +4 to Notice vs concealed targets within 80 ft; passive Perception 18

Tactics: The Warlord leads from the front when the fight is winnable and from the back when it is not. They open with Reign of Terror to break morale, use the retinue as a screen, and save Heavy Ordnance for the chokepoint or the cluster. On home turf they use Territorial Advantage to control geometry; off-territory they fight conservatively and look for the exit. Break and Rebuild is the escape hatch -- the Warlord retreats, heals, and comes back harder.

Treasure: Heavy assault rifle with drum mag and underslung launcher (1,200 rek), power machete (600 rek), heavy slug pistol pistol (400 rek), frag and smoke grenades (75 rek each), reinforced tactical armour (800 rek), tactical HUD (1,000 rek), Warlord's signet or command-key (priceless to the territory; 500 rek to a rival), encrypted command datapad (route maps, blackmail, supply manifests; 1,000-5,000 rek to the right buyer), 8d10 rek in tribute and hazard pay.

Vulnerabilities: Paranoid succession (the Warlord knows the retinue will turn on them the moment they look weak; if reduced below 25 HP in view of the retinue, one random retinue member may defect or flee on the next round), Overextended (the Warlord's territory is always larger than their force; spreading the retinue to hold it leaves the Warlord exposed)

Attacks

Heavy Assault Rifle

FieldValue
bonus10
categoryranged
damage2d8+3
damageTypeballistic
nameHeavy Assault Rifle
notesMilitary-grade; drum magazine, underslung grenade launcher with one frag load
rangeFt120

Power Machete

FieldValue
bonus11
categorymelee
damage1d8+4
damageTypeslashing
namePower Machete
notesVibro-edged; the Warlord's personal weapon and execution tool

Heavy slug pistol Pistol

FieldValue
bonus10
categoryranged
damage1d8+2
damageTypeenergy
nameHeavy slug pistol Pistol
rangeFt40

Frag Grenade (Underslung)

FieldValue
bonus10
categoryranged
damage3d6
damageTypeballistic
nameFrag Grenade (Underslung)
notes15-ft burst, DC 16 Reflex half; 1/encounter
rangeFt60

Special Abilities

Warlord's Retinue

FieldValue
actionCostpassive
nameWarlord's Retinue

description: The Warlord is always accompanied by 4-6 loyal fighters (use Hive Ganger or Smuggler stats with +1 to all saves and morale checks due to the Warlord's personal discipline). The retinue acts on the Warlord's initiative count. Once per encounter the Warlord can call 1d4 additional fighters as reinforcements, arriving in 1d4+2 rounds from adjacent positions. Player-visible: the Warlord never travels light; the guns are always there, and they are always watching.

Territorial Advantage

FieldValue
actionCostpassive
nameTerritorial Advantage

description: On their home turf (station, settlement, or resource node they control), the Warlord and all allied NPCs gain +2 to initiative, +2 to Perception checks, and the Warlord knows every exit, chokepoint, and hiding spot (auto-succeeds on DC 15 Tactics checks for positioning). Player-visible: the Warlord fights on ground they chose, and every corner is a trap they set months ago.

Reign of Terror

FieldValue
actionCostStandard (1/encounter)
nameReign of Terror

description: The Warlord makes a display of violence -- executing a prisoner, destroying property, or issuing a death threat backed by the retinue. All enemies within 40 ft must make a DC 16 Will save or take -2 to attack rolls and Will saves for 1d4 rounds (fear). On a critical success the target is Shaken for the rest of the encounter. Player-visible: the Warlord does not negotiate; the Warlord demonstrates what happens to people who negotiate.

Heavy Ordnance

FieldValue
actionCostStandard (1/encounter)
nameHeavy Ordnance

description: The Warlord carries one additional frag grenade and one smoke grenade. The frag: 3d6 ballistic, 15-ft burst, DC 16 Reflex half. The smoke: 20-ft cube, 1 minute, 20% miss chance. Player-visible: the Warlord has been fighting long enough to know that explosives solve most geometry problems.

Break and Rebuild

FieldValue
actionCostImmediate (1/encounter)
nameBreak and Rebuild

description: When reduced below 25 HP, the Warlord can order a full retinue withdrawal as an immediate action. All allied fighters disengage at +10 ft speed, laying suppressive fire; the Warlord retreats to a prepared fallback point (if on home turf) or to a waiting vehicle. On the next round the Warlord heals 2d8 HP from stims and re-enters the fight if the retreat was successful. Player-visible: the Warlord barks one word and the room empties; when they come back, they are angrier.